Many people will see such platforms as a terrible injustice. Welcome to the 8bits era.

WheelInventor wrote:

Same goes for me.

How do you currently define the player characters' area for hit detection? Knowing that may help me and others provide leads on what you may try.

What do you mean? I do not understand the question.

The player has four collision points (top_left, top_right, bottom_left, bottom_right) as well as enemies.

Punch wrote:

When I saw the title a Banquet/Feast (pt: Banquete) immediately came to mind. When I opened the thread and saw the title screen I thought of something in the lines of "The bench cometh!" (bench is exactly the same in spanish and portuguese).

An unique title, definitely . Suits well your game since it also feels unique. Can't wait to try the demo.

1)the player character is made up of four sprites, unless you're using 8x16 mode. which of the sprites' x/y positions do you use for a base when calculating your collision points?

Why would the meta sprite data directly dictate collision data? Make an object system, and have collision data as well as meta sprite data as just attributes of that object. The object itself has X/Y coords. All other X/Y positions inside the object are relative to the main object coords.

Make an object system, and have collision data as well as meta sprite data as just attributes of that object. The object itself has X/Y coords. All other X/Y positions inside the object are relative to the main object coords.

Yes, that is much better.

However, collision box properties+position and sprite position still relate to one another in practice, albeit indirectly via the object position. A mismatch between these two is what's causing the hit detection to be percieved as off/misguiding in relation to what you see on screen.

We have 40 days to get a minimum of 3. 500 euros to make this project a reality.

The video game itself, consists of the cartridge, box, instructions, and protective case. It has been priced 39 € (shipping costs to Spain included).

It also offers the acquisition of cup with the logo of RetroNES Software and blue shirt with the cover of the game.

But maybe what interests you most is the complete video game pack plus beer La Grúa, who will make a special run of his Australian Pale Ale with the video game cover The Banketh in its labeling. It's cool.

First of all, I must thank you all for all the support you have received. On Wednesday of last week began this crowdfunding and seven days later we already have 1. 167 € raised; a third part.

From the retroNES Software team we could not be happier. As a thank you, we are going to show you a few pictures of the development moment of the video game The Banketh - The Video Game on paper, which especially the curious ones will surely please.

Before you begin, draw the concepts on paper. Already he had thought about the phases of the motorcycle, and also began to imagine about the perspective of levels.

The maps of the five levels. In the end there were too many changes and have nothing to do with the final result.

Initially the street would be walkable, and had to walk to the motorcycle before riding on it.

Scheme on the development of collisions. No doubt what brought the team to the top.

Function loading procedures and more collisions. At first there was a box that we moved across the screen pushing it. This served to perfect the shocks.

A very primitive image (about June 2016) of how the game was initially seen graphically.

This video is a mere curiosity about a first alpha as a test that arose during the development of The Banketh.

It contained the first enemies, collisions and objects, as well as the selection menu. In addition, the doors between screens were functional, and it was even thought to develop parts both outside and inside within the same level.

On the upper left side you will see a series of indicators in pink. The first one told us which room we were in, the second one told us how many enemies there were in the room, and the third one told us what state was the animation of the sprite of Rulo.

As curiosity you will see the box object, that could be pushed and even interacted with the enemies.

You can also see that at first it was thought of the way the enemies did damage, pushing Rulo to one side. Discarded by problems with the collision of walls.

The music that sounds belongs to @dougeff game that he used in one of his many development tutorials for the NES.

Finally the crowdfunding project for the production of video game The Banketh - The Video Game for the NES console has failed to reach the target of 3.500€

From RetroNES Software we want to thank you for the support offered, and we hope to be able to continue offering another project soon, less ambitious, and with the wisdom that has given us this failure.

It looks like you've done a lot of great work with high production value. I hope you are able to finish it up and do a good release.

Are those manual images set in stone, though? Your manual picture shows that the screenshots used for the characters and enemies are extremely low-quality JPEG screenshots with tons of color artifacts. You may not want to print them that way... The security guard character shows this a lot.

It looks like you've done a lot of great work with high production value. I hope you are able to finish it up and do a good release.

Are those manual images set in stone, though? Your manual picture shows that the screenshots used for the characters and enemies are extremely low-quality JPEG screenshots with tons of color artifacts. You may not want to print them that way... The security guard character shows this a lot.

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